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Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Once Razzil starts brewing, he can continue for up to 5 seconds. Each second of brewing will increase the potency of the concoction and make Razzil more red. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late.

Charge Duration: up to 5 seconds

Buffer Duration: 1.5

Damage: Up to 150/200/250/300 (Physical damage type)

Stun: Up to 1/2/3/4 seconds

Cooldown: 16

Mana cost: 90

The longer it charges up, the more damage and stun it deals. Listed values are the maximum.

Note 1: This is hero only target spell. You cannot release it if there isn't a visible target nearby (if you don't release it on time, it explodes on you instead, damage and stunning you). After casting, it builds up for 5 seconds. There is a small buffer duration after that.

Note 2: Alchemist has a red counter that counts down from 5 on top of his head. Everyone can see this. It will be clear to the enemy when you are charging this.

Visage drains the life from a target, slowing its attack and move speed by 32%. He then gets bonuses equal to those drained.

Stolen MS & AS: 32

Duration: 3/4/5/6 (for both you and the target)

Mana cost: 70/80/90/100

Cooldown 10

Soul Assumption:

Visage sends out a surge of agony towards an enemy unit, echoing the suffering that nearby heroes (foe or allied) have taken. For each 130 damage taken around him, his soul counter increases by one for up to 6 seconds.

Deals 20 damage + 60 for each charge.

Max Soul Counters: 3/4/5/6

Cooldown: 7/6/5/4

Mana cost: 100/120/140/160

Note: Does not count damage taken from creeps. Charges when either allied heroes or enemy heroes take damage. Damage only has a 6 second window.

Gravekeeper's Cloak:

Passive.

Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers.

Armor per layer: 2/3/4/5

Magic Resistance per layer: 4/8/12/16

Cloak Recovery: 14/12/10/8 seconds

Instances: 4

Note: This is only affected by player based damage.

Summon Familiars:

Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 6, drains their power and temporarily weakens them.

Familiars can transform into stone, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars give a large bounty (150 each) if killed.

Level 1: Up to 72 attack damage, 300 HP, 1 second stun.

Level 2: Up to 90 attack damage 400 HP, 1.25 second stun.

Level 3: Up to 108 attack damage 500 HP, 1.5 second stun.

Familiars take reduced damage from spells.

Stoneform Cooldown: 30

Summon Cooldown: 160

Summon Mana cost: 150

Note: Can only have 2 Familiars up at any point.

Note 2: Stoned familiars are temporarily immune to damage, but they revert to normal form after 7 seconds

Note 3: Familiars will not autoattack enemies on their own, as to not consume their limited attack energy

Whenever a hero teleports to an area, it causes any other teleports to that area to be delayed with extra time based on the number of heroes that teleported or are teleporting there. Each teleport leaves has memory lasts about 20 seconds for that location.

This does not affect teleports to the fountain area (it accounts for rough areas around shop area as well).

Example: First hero teleports to his tower, he takes the usual 3 seconds casting time. Then lets say the 3 other heroes teleport right after. The second one that telports after the original has a 5 second teleport time. Then 6 seconds, 7, etc.

Teleport location effect no longer lies to the enemies about the landing spot

Enemies now see the colors of the teleporting heroes

Increases max range on where you can choose teleport near a building from 350 to 525

The color of the teleport effect changes if you are in delayed teleport mode. It goes to normal once you have the standard 3 seconds left. So both sides can tell if it's a quick or a delayed teleport and time things accoringly.

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